Voss said:The problem is the balance point for the game won't necessarily match up well with the bell curve for 3d6. if the game has largely been balanced and tested for 28 or 30 point buy, if you're party ends up on the statistical average, you'll likely eat them alive if you don't tone everything down. That often doesn't end up as a fun game. Neither, IMO, does watching the one guy who did break out of the statistical average dominate the game.
Huh. I can't find my old basic set red book, but the first I can remember ever seeing a method other than "roll 3d6 straight down" was the AD&D Player's Handbook, and even there they were listed as "aternative methods" that everyone I gamed with considered cheatery of the highest order. They were:thatdarnedbob said:Can anyone explain to me where the straight 3d6 (in order or not) method came from? Because I'm looking at my 1979 AD&D DM's Guide, and the methods it lists are
a) 4d6 drop lowest, arrange as desired
b) Roll 3d6 12 times, and keep the 6 highest.
c) Roll 3d6 6 times, for each ability score in order.
d) Roll 3d6 for 6 scores 12 times total, then choose the set of six you like the most.
In fact, it explicitly says NOT to use 3d6 in order. Was this just an evil DM invention?
thatdarnedbob said:Can anyone explain to me where the straight 3d6 (in order or not) method came from?
Men & Magic said:Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma.
Harshax said:I'm very intrigued by the method: roll 21d6. Make six groups of three, and arrange as desired. But my preferred method is:3d6 in order, with one additional roll for swapping.
Belgarath said:I kind of like that way of doing it too. It can run some pretty interesting characters that dont seem to be made if you allow a point buy. I mean, not many people will have their fighter have a high charisma if they are given the choice. You can only stand so many wizards with an 8 strength

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.